Trait |
How to Obtain |
What it does |
Ancestral Guide |
Become a Samurai |
Increases chance of making a
successful strike (doesn't say by how much) |
Ancient Lore |
Become a Warlock, or
purchase from Wizard, Priest, Warrior, or Thieves' guilds
at level 3 in the Guild |
Allows you to begin
developing the Artifact skill. The level in Artifacts
determine the level of Item the character can
successfully identify. |
Arcane Void |
Give Jathil the scroll from
the Priest's Guild (3rd Priest Guild quest in Ishad N'ha) |
Reduces by 25% all harmful
magical spell affects on the character. |
Arm of Argus |
Get a wish from the Genie
Alababa (from the Lamp), ask for "Power" |
Increases amount of damage
inflicted with a hand weapon on monsters (doesn't say by
how much) |
Backstab |
Become an Assassin, or
purchase it from the Thieves' guild at level 5 guild
level. |
If the character is
invisible or hidden in shadows, any successful strike
with a hand weapon will deal DOUBLE DAMAGE. |
Berserk |
Possibly by donating the
Boogre Brew at the Idol of Bongu (Boogre Caves) |
Increases all hand weapon
damage to monsters by 25% and increases the chance of
making a successful strike, but the character will
receive 25% more damage from monster strikes with hand
weapons as well. |
Blacksmith |
Purchase through the
Warrior's Guild at guild level 3. |
Allows the character to
train in Forge, to be able to repair armor and weapons.
The Forge skill level will determine the level of Item
the character may successfully repair. |
Bloodscent |
GOURK INTRINSIC TRAIT |
The character can sense
nearby monsters, and will alert the party to their
presence. (Sort of like a low-level Scout ability). |
Boogreism |
Visit the Boogre Caves ;) |
The character is a Boogre.
Gain +100 HP, but magic spell casting becomes highly
unreliable, which may vary with Will and Sorcery skill.
(You also turn OOGLY!) |
Cabalist |
Purchase through Priest
Guild at Guild level 4. |
Allows you to train in
Blessings for Armor, weapons, and other devices. The
Blessings skill determines how many blessings the
character may bestow on a single item. The character must
have one or more Artifact spells in their spellbook. |
Chi Master |
12th level Zenmaster, 6th
level or higher standing in the Bushi Dojo Guild. |
All magic spells are cast as
if your sorcery skill were two levels higher. |
Cloak of Night |
Become a Ninja, or purchase
it through the Bushi Dojo or Thief Guilds at level 4. |
Grants the ability to hide
in shadows. A character hidden in shadows enjoys
increased ability to make successful strikes and reduces
a monster's ability to target or strike. |
Crusade |
May be purchased at the
Priest Guild for Paladins and Valkyries ONLY, available
at Guild level 5 or higher. |
Doubles all XP obtained by
slaying undead beings. [i]NOTE: In this game, Vampires
are not considered "undead".[/i] :1ponder: |
Deadfall |
Purchase from Thief or Bushi
Dojo Guilds at level 4. |
Character takes less damage
from falling. |
Divine Aura |
18th level Valkyrie, with
6th or higher Priest guild standing, purchase from Priest
Guild |
Character gets a 50%
resistance to Death Spells. |
Dodge |
PIXIE INTRINSIC TRAIT |
Greatly reduces a monster's
ability to make a successful strike on the character. |
Dragon Fire |
Invoke the Heart of the
Dragon Amulet found in Skull Castle |
Granst the special power to
breathe fire on monsters (similar to Dragon Breath SUN
spell) |
Enlightenment |
18th level Zenmaster,
purchased through the Bushi Dojo at 6th Guild level or
higher |
Every skill you have is
increased by two full levels. |
Evil Eye |
Invoke the Evil Eye in the
Boogre Caves, can be recharged in the Ornate Orbistal. |
Grants the special power to
cast gaze attacks on monsters, which give a wide array of
effects, including stoning, paralysis, slaying, blinding,
and/or damage. Similar to the gaze attack of the Naga. |
Firebrand |
??? |
Grants 25% resistance to all
Sun spells. |
Fletchery |
Rangers ONLY may purchase
this from the Warrior guild at Guild level 5. |
It the character is equipped
with a bow and arrows/bolts, the character will make new
ones (up to 50) while not engaged in combat. NOTE that
both the bow and the arrows must be equipped! |
Fury |
Become a Barbarian |
Grants a 10% chance to deal
double damage with hand weapons, but also confers a 10%
chance to receive double damage from hand attacks from
others. |
Giant Strike |
Possibly by sacrificing
Boogre Brew at the Idol of Bongu in the Boogre caves |
Grants a 25% chance to deal
double damage with hand weapons. |
Gold Digger |
RATTKIN INTRINSIC TRAIT |
Character can find better
items and more gold in treasure chests |
Grave Bind |
Become a Valkyrie |
Greatly hinders undead
monsters from attacking the character. |
Guardian Angel |
Invoke Kerah's Sword |
If the character has more
than 1 HP remaining, any damage that would kill the
character instead reduces the character's HP to 1:
similar to a Vine of Life spell. |
Guardian Ward |
??? |
Reduces all damage from
weapons by 25% |
Hawk's Brow |
Become a Ranger |
Increases chance of striking
target with range (bow) weapons,k and all missiles
(arrows) do 20% extra damage. |
Healer |
Purchase from Priest Guild
at Guild Level 5. |
All healing spells cast by
the character heal an extra 25% HP. |
Heroic Legacy |
??? |
The character gains an
additional attribute point when achieving new experience
levels. The bonus is not applied when a character has
change roles until the character advance to a level equal
to or beyond the level of the previous role. |
Invincible Will |
Become a Zenmaster |
Grants 25% resistance to
Mind spells and to paralysis. |
Iron Lung |
Available to Barbarians and
Bards at Thieves' Guild Level 5 or higher. |
Character consumes air 50%
slower when swimming underwater. |
Ironmight |
Available at Warrior's Guild
at Guild Level 4. |
Grants 10% extra damage from
any hand weapons. |
Lethal Fist |
May be purchased from the
Bushi Dojo at Guild level 5. |
Grants 10% chance to kill a
monster with a critical strike. |
Lucky Charm |
GNOME INTRINSIC TRAIT |
The character enjoys +10%
resistance to all magical effects, and gains other
additional special bonuses. (I've noticed considerably
greater number of attribute points, for one). |
Mana Seed |
OMPHAAZ INTRINSIC TRAIT |
The character regains all
mana 25% faster. |
Merchant |
Purchased through the
Thieves' Guild at Guild Level 4. |
The character may purchase
items at a reduced price and sell them at a higher price
than normal. |
Mercury's Heel |
??? (may be the same as
Faerie Wing trait?) |
Allows the character to move
20% faster. |
Mindspeak |
??? |
Grants a 25% resistance to
being silenced. |
Musician |
Become a Bard |
Character can train in Music
Skill, which determines a character's ability to play
magical instruments. |
Natural Leader |
HUMAN INTRINSIC TRAIT |
The ability to inspire
others, automatically granting all party members combat
bonuses to make successful strikes and avoid the strikes
of others. |
Nature's Keeper |
Become a Monk |
Greatly reduces creatures of
the forest from attacking the character. |
Night Vision |
WHISKAH INTRINSIC TRAIT |
Character has improved
vision in the dark (similar to a Torchlight spell) |
Noble Cause |
Become a Paladin |
Increases the chance of
making a successful strike against the undead, and
increases all weapons damage to undead by 20%. |
Oath of Scrolls |
Purchase from Wizards' or
Priests' Guilds at level 6 or higher. |
Reduces spell damage on
character by 20%, but increases weapon damage on
character by 20%. |
Oath of Swords |
Purchase from Warriors'
Guild at Level 6. |
Reduces hand weapon damage
inflicted on character by 20%, but increases damage
inflicted by spells on character by 20%. |
Occultist |
Purchase through the
Wizards' Guild at Guild level 4. |
Allows the character to
train in the Enchants skill to enchant items. The level
of skill in Enchants determines how many enchantments may
be placed on items. The character must have one or more
Artifact spells in their spellbook. |
Quick Learner |
ELVEN INTRINSIC TRAIT |
The character learns all
skills 25% faster, and gains 10% more XP from killing
monsters. |
Quickspeak |
May be purchased at Wizard's
and Priest's guilds at Guild level 6 or higher. |
Spells may be cast 20%
faster. |
Regeneration |
??? |
The character heals at
double the normal rate, and all healing spells cast on
the character are doubled. |
Scroll Lore |
Available at Wizards' Guild
at Guild Level 5 |
Any scrolls used by the
character have a 50% chance of not being destroyed so
they may be used again. |
Snakeskin |
LIZZORD INTRINSIC TRAIT or
Accept the "Dark Nectar" from Elyssia in the
Serpent Temple (must slip past Naga without killing her
to do this). |
Grants a 50% resistance to
poison. |
Sneak |
Purchase through the
Thieves' Guild at Guild Level 2. |
Reduces chance of being
targeted by monsters, reduces chance of being detected
while hidden in shadows. |
Soul Bane |
??? |
Any undead creature that
damages the character will take an equal amount of damage
in return (like a Reflect Damage spell) |
Soul Drain (a.k.a.
Vampire Bite) |
Become a Vampire |
The character heals up when
destroying a monster. The amount of healing is
proportional to the monster's HP. |
Spellfire |
??? |
All spell effects increased
by 20% |
Spirit Shield |
Purchase through Bushi Dojo
at Guild Level 6 or higher |
Increases armor rating by +4
when wearing robes. (NOTE: will only work with the
patched game!) |
Stunning Blow |
Available to Barbarians
ONLY, purchased at the Warrior's GUild at Guild Level 5. |
Grants the ability to stun
(paralyze) a monster with a single blow. |
Tiger Strike |
Purchased at Bushi Dojo
Guild at Level 5 or Higher, available to Samurai and
Zenmasters ONLY. |
The character makes all
weapons attacks 20% faster. |
Trickery |
Available to Rogues and
Bards at Thieves' Guild level 5 or higher. |
Increases all thieving
skills by 15%. |
Vampirism |
Become a Vampire |
The character is a vampire.
Vampires can no longer be healed with healing spells.
They gain increased combat abilities at night, and suffer
reduced ones during the day. All Vampires gain the
special Vampire Bite power (see Soul Drain above), and
when making a successful strike against red-blooded
creatures, the character is healed up, and the monster
may become paralyzed. The vampire's
"bloodthirst" slowly drains their HP, forcing
the Vampire to seek out new victims in order to heal. |
War Cry |
DWARVEN INTRINSIC TRAIT |
The character may cause
monsters to become afraid after a successful strike is
made, which reduces the monsters' ability to fight. |